Пример #1
0
    public void UpdateLate()
    {
        if (null == _addSkillCommand || _addSkillCommand.Count == 0)
        {
            return;
        }
        while (_addSkillCommand.Count > 0)
        {
            SkillCommand command = _addSkillCommand[0];
            _addSkillCommand.RemoveAt(0);
            if (null != command)
            {
                ICharaBattle battleInfo = ZTBattleSceneManager.GetInstance().GetCharaById(command.BattleId) as ICharaBattle;

                if (null == battleInfo)
                {
                    return;
                }

                if (!_skillParserDic.ContainsKey(command.BattleId))
                {
                    _skillParserDic.Add(command.BattleId, new List <SkillActionParser>());
                }
                SkillActionParser skillParser = new SkillActionParser(battleInfo, command);
                _skillParserDic[battleInfo.BattleId].Add(skillParser);
            }
        }
    }
Пример #2
0
 public SAPlayerControl(bool isCtrl, bool isSkillDir, SkillActionParser actionParser, uint actFrame)
     : base(actionParser, actFrame)
 {
     IsControl  = isCtrl;
     IsSkillDir = isSkillDir;
     ActionType = SkillDefine.SkillActionType.PLAY_CONTROL;
 }
Пример #3
0
 public SAPlayerMove(MoveInfo moveInfo, SkillActionParser actionParser, uint actFrame)
     : base(actionParser, actFrame)
 {
     _moveInfo  = moveInfo;
     ActionType = SkillDefine.SkillActionType.PLAY_ANIM;
     _frameMax  = _actFrame + _moveInfo.FrameCount;
     _moveCount = 0;
 }
Пример #4
0
    /// <summary>
    /// 行为基类 构造函数
    /// </summary>
    /// <param name="player">技能使用对象</param>
    /// <param name="actionId">行为编号</param>
    /// <param name="actionType">行为类型</param>
    public SkillActionBase(SkillActionParser actionParser, uint actFrame = 0)
    {
        _actionParser = actionParser;
        _skillPlayer  = _actionParser.SkillPlayer;

        ActionType = SkillDefine.SkillActionType.NONE;

        _curFrame = actFrame;
        _actFrame = actFrame;
        _frameMax = actFrame;
    }
Пример #5
0
    public SACollider(CollBase collider, ColliderInfo collidInfo, SkillActionParser actionParser, uint actFrame)
        : base(actionParser, actFrame)
    {
        _collider      = collider;
        _colliderInfo  = collidInfo;
        _effectCounter = new EffectCounter();

        _colliderCount  = 0;
        ColliderDestroy = false;

        ActionType = SkillDefine.SkillActionType.COLLIDER;
        _frameMax  = _actFrame + collidInfo.LifeTime;

        CheckTargetList();
    }
Пример #6
0
 public SAFightEffect(List <FightEffectInfo> list, SkillActionParser actionParser, uint actFrame)
     : base(actionParser, actFrame)
 {
     Debug.LogError("自己对自己使用效果(废弃不用 通过碰撞来触发)");
     EffectList = list;
 }
Пример #7
0
 public SAEffect(EffectInfo info, SkillActionParser actionParser, uint actFrame)
     : base(actionParser, actFrame)
 {
     EffectData = info;
 }
Пример #8
0
    public SAColliderMove(MoveInfo moveInfo, CollBase collider, ColliderInfo collidInfo, SkillActionParser actionParser, uint actFrame)
        : base(collider, collidInfo, actionParser, actFrame)
    {
        _moveInfo  = moveInfo;
        _moveCount = 0;

        ActionType = SkillDefine.SkillActionType.COLLIDER_MOVE;
    }
Пример #9
0
 public SAPlayAnim(string animName, SkillActionParser actionParser, uint actFrame)
     : base(actionParser, actFrame)
 {
     AnimName   = animName;
     ActionType = SkillDefine.SkillActionType.PLAY_ANIM;
 }